Gender, Gaming, and IT Careers

Author(s):  
Joey J. Lee ◽  
D. Benjamin Hellar ◽  
Christopher M. Hoadley

Many IT researchers have noted the disturbing trend of an incredible shrinking pipeline; this pipeline represents the number of women who are involved in computer and technology fields from high school continuing onto graduate school or professional careers (Camp, 1997; Gorriz & Medina, 2000). A closely related phenomenon is how girls’ interest in computer and video games tends to dwindle during childhood. Researchers feel that computer games have provided “a significant impetus for many boys to become more acquainted with computers … [for] young people who play games are more likely to enter computer-related careers” (Agosto, 2004, pp. 11-12). It seems reasonable, then, that computer and video games provide an easy lead-in to computer familiarity, comfort and literacy (Cassell & Jenkins, 2000). Preschool children of both sexes demonstrate equal interest in computer games, but as girls mature, they lose interest in gaming (Agosto, 2004; Comber, Colley, Hargreaves, & Dorn, 1997). The reasons for this are uncertain. Perhaps it is partly because of the way women are often under represented in games—only 16% of the characters in the bestselling games are female—or when they are represented, the characters are portrayed unrealistically or negatively (Douglas, Dragiewicz, Manzano & McMullin, 2002). Female game characters are frequently depicted as damsels in distress, scantily clad, objectified rewards to be won, or passive bystanders (Provenzo, 1991; Douglas et al., 2002). Cassell and Jenkins (2000, p. 6)) see this portrayal as a “prime example of the social construction of gender.” Another reason may be the lack of enough compelling and attractive content tailored to young girls (Gorriz et al., 2000). Perhaps it is not that girls innately dislike video games, but there are simply too few titles to choose from. Statistics show that women actually do enjoy video games – in fact, 43% of all gamers today are women, but most of these women are over the age of 18 (Entertainment Software Association, 2005). When women do play games, they tend to play online games and social games such as Electronic Arts’ Sims Online. While a game like Sims Online is gender neutral, it is noteworthy that more women (56%) actually play this game than men. Evidently, when content is made available that is attractive or fun to women, they will play. It is, therefore, worthwhile to consider what kinds of games can be leveraged for education to promote computer literacy in girls and to attract more girls to technology in general.

2016 ◽  
Vol 29 (1) ◽  
pp. 99-119 ◽  
Author(s):  
Aihui Chen ◽  
Yaobin Lu ◽  
Bin Wang

Purpose – Residing on social networking platforms, social games have unique characteristics distinguishing them from other digital games or online games. The purpose of this paper is to explore both social and gaming factors of social games and investigate their roles on enhancing perceived enjoyment. The authors also examine the relationships between perceived enjoyment, subject norm, perceived critical mass, intention to play, and actual behavior. Design/methodology/approach – This paper develops a research model including nine hypotheses. Using a survey questionnaire, empirical data were collected from 169 actual social game players. Structured equation modeling was used to test the proposed research models. Findings – Social identification, social interaction, and diversion significantly influence perceived enjoyment. Perceived enjoyment significantly influences the intention to play, which in turn significantly influences the actual behavior. Moreover, subject norm and perceived critical mass play different roles in determining the intention to play and the actual behavior. Practical implications – The results of this study provide social game practitioners with a set of rich insights into guidelines on designing specific social and gaming characteristics to improve users’ perceived enjoyment and actual playing behavior. Originality/value – Through analyzing characteristics of social games, The authors emphasize the difference between social games and other online games or computer games and recognize the enhancing role of social and gaming factors on perceived enjoyment. Findings of this study contribute to the literature on social games.


2005 ◽  
Vol 4 ◽  
pp. 46-52
Author(s):  
Dorothy E Warner ◽  
Mike Raiter

Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.


2021 ◽  
Vol 15 (1) ◽  
pp. 131-152
Author(s):  
Ignasi Meda-Calvet

Abstract The histories of personal computing have been focusing lately on groups of users who saw computing as an exciting new field in activities apparently as different as hardware tinkering, coding or even playing video games. What do we know, however, about the users who did not share these interests and yet ended up using personal computers in their everyday contexts? Based on the study of the Center for the Popularization of Informatics—a Catalan institution that promoted computer technologies among diverse audiences, often unemployed and youth—this article shows how a new and heterogeneous user profile needed to be created: the “non-professional computer users.” With the increasing use of computers in the 1990s, most people employed computer technologies as a means to carry out regular duties and labor tasks performed, in most cases, even before computerization. In addition, the article suggests that computer technologies strengthened more than improved or reshaped the traditional labor processes and working conditions.


1992 ◽  
Vol 37 (11) ◽  
pp. 1186-1186
Author(s):  
Garth J. O. Fletcher

2010 ◽  
pp. 73-89
Author(s):  
M.-F. Garcia

The article examines social conditions and mechanisms of the emergence in 1982 of a «Dutch» strawberry auction in Fontaines-en-Sologne, France. Empirical study of this case shows that perfect market does not arise per se due to an «invisible hand». It is a social construction, which could only be put into effect by a hard struggle between stakeholders and large investments of different forms of capital. Ordinary practices of the market dont differ from the predictions of economic theory, which is explained by the fact that economic theory served as a frame of reference for the designers of the auction. Technological and spatial organization as well as principal rules of trade was elaborated in line with economic views of perfect market resulting in the correspondence between theory and reality.


1978 ◽  
Vol 25 (5) ◽  
pp. 461-475 ◽  
Author(s):  
Merton J. Kahne ◽  
Charlotte Green Schwartz

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